]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
First step in making prey that have the same predator able to see each other in the...
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index c26a5530cbeb73f436dee938ef2fc799e28accef..85138812266dc178a754a4cc478c7874d67d7446 100644 (file)
@@ -528,8 +528,12 @@ float Client_customizeentityforclient()
        }\r
 \r
        Client_setmodel(setmodel_state());\r
-       if not(self.predator.classname == "player" || self.fakeprey)\r
+       if not(self.stat_eaten || self.fakeprey)\r
                self.alpha = default_player_alpha;\r
+       else if(self.predator == other.predator && self != other && !(other.cvar_chase_active || other.classname == "observer"))\r
+               self.alpha = default_player_alpha;\r
+       else\r
+               self.alpha = -1; // hide all prey\r
        return TRUE;\r
 }\r
 \r
@@ -827,6 +831,7 @@ void PutClientInServer (void)
                RemoveGrabber(self); // Wazat's Grabber\r
 \r
                Vore_DeadPrey_Detach(self);\r
+               self.fakeprey = FALSE; // clear the fakeprey status\r
 \r
                self.classname = "player";\r
                self.wasplayer = TRUE;\r
@@ -1609,7 +1614,7 @@ void ChatBubbleThink()
                remove(self);\r
                return;\r
        }\r
-       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player" && self.owner.fakepredator.classname != "player")\r
+       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
 #ifdef TETRIS\r
                || self.owner.tetris_on\r
 #endif\r
@@ -1652,7 +1657,7 @@ void TeamBubbleThink()
                return;\r
        }\r
 //     setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
-       if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player" || self.owner.fakepredator.classname == "player")\r
+       if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
                self.model = "";\r
        else\r
        {\r
@@ -1708,10 +1713,31 @@ void UpdateTeamBubble()
        else self.colormod = '1 1 1';\r
 };*/\r
 \r
+.float oldcolormap;\r
 void respawn(void)\r
 {\r
+       if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
+       {\r
+               self.solid = SOLID_NOT;\r
+               self.takedamage = DAMAGE_NO;\r
+               self.movetype = MOVETYPE_FLY;\r
+               self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
+               self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
+               self.effects |= EF_ADDITIVE;\r
+               self.oldcolormap = self.colormap;\r
+               self.colormap = 512;\r
+               pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
+               if(cvar("g_respawn_ghosts_maxtime"))\r
+                       SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
+       }\r
+\r
        CopyBody(1);\r
        self.effects |= EF_NODRAW; // prevent another CopyBody\r
+       if(self.oldcolormap)\r
+       {\r
+               self.colormap = self.oldcolormap;\r
+               self.oldcolormap = 0;\r
+       }\r
        PutClientInServer();\r
 }\r
 \r
@@ -2048,6 +2074,7 @@ void SpectateCopy(entity spectatee) {
        self.dmg_save = spectatee.dmg_save;\r
        self.dmg_inflictor = spectatee.dmg_inflictor;\r
        self.angles = spectatee.v_angle;\r
+       self.scale = spectatee.scale;\r
        self.fixangle = TRUE;\r
        self.stomach_load = spectatee.stomach_load;\r
        self.stat_eaten = spectatee.stat_eaten;\r
@@ -2055,6 +2082,10 @@ void SpectateCopy(entity spectatee) {
        self.stat_digesting = spectatee.stat_digesting;\r
        self.stat_canleave = spectatee.stat_canleave;\r
        self.stat_canswallow = spectatee.stat_canswallow;\r
+       self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
+       self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
+       self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
+       self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
        setorigin(self, spectatee.origin);\r
        setsize(self, spectatee.mins, spectatee.maxs);\r
        SetZoomState(spectatee.zoomstate);\r
@@ -2248,32 +2279,28 @@ float vercmp(string v1, string v2)
 \r
 void ApplyHealthSize()\r
 {\r
+       // change player scale based on the amount of health we have\r
+\r
        if not(cvar("g_healthsize"))\r
                return;\r
 \r
-       if(self.predator.classname == "player" || self.fakeprey)\r
+       self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+\r
+       // The following code sets the bounding box to match the player's size.\r
+       // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+       // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+       // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+       if(self.crouch)\r
        {\r
-               self.view_ofs = PL_CROUCH_VIEW_OFS * self.predator.scale;\r
-               self.scale = 0;\r
+               //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+               if(!self.stat_eaten)\r
+                       self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
        }\r
        else\r
        {\r
-               self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
-\r
-               // The following code sets the bounding box to match the player's size.\r
-               // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
-               // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
-               // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
-               if(self.crouch)\r
-               {\r
-                       //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
-                       self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
-               }\r
-               else\r
-               {\r
-                       //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+               //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+               if(!self.stat_eaten)\r
                        self.view_ofs = PL_VIEW_OFS * self.scale;\r
-               }\r
        }\r
 }\r
 \r
@@ -2599,7 +2626,6 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
-               // health based player size\r
                ApplyHealthSize();\r
 \r
                FixPlayermodel();\r